Run it
Copy the script and paste it into your executor.
type_custom =
LPH_OBFUSCATED
LPH_JIT = (...)
...;
;
LPH_JIT_MAX = (...)
...;
;
LPH_NO_VIRTUALIZE = (...)
...;
;
LPH_NO_UPVALUES = (f)
((...)
(...);
);
;
LPH_ENCSTR = (...)
...;
;
LPH_ENCNUM = (...)
...;
;
LPH_ENCFUNC = (func, key1, key2)
key1 ~= key2 ()
func
LPH_CRASH = ()
(debug.());
;
SWG_DiscordUser =
SWG_DiscordID =
SWG_Private =
SWG_Dev =
SWG_Version =
SWG_Title =
SWG_ShortName =
SWG_FullName =
SWG_FFA =
;
= (:())
Players = (:())
RunService = (:())
Lighting = (:())
UserInputService = (:())
HttpService = (:())
GuiInset = (:()):()
LocalPlayer = Players.LocalPlayer
Mouse = LocalPlayer:()
Camera = .CurrentCamera
(name)
repo =
success, content = (.HttpGet, , repo..name)
success content (..content..)
(file)
(..file)
(file)
(file)
success, returns = (readfile, ..file)
success returns (returns)
(file)
(file)
success, returns = (, (file))
success returns (returns)
(file)
(file)
success, returns = (getcustomasset, ..file)
success returns (returns)
() ()
() ()
() ()
(force, list)
_, file list
(force force (file))
(..file, (file))
gotassets = ()
assets = HttpService:(gotassets)
localassets = ()
localassets
localassets = HttpService:(localassets)
localassets.version ~= assets.version
(, gotassets)
(, assets.list)
(, gotassets)
(, assets.list)
cheat = {
Library = ,
Toggles = ,
Options = ,
ThemeManager = ,
SaveManager = ,
connections = {
heartbeats = {},
renderstepped = {}
},
drawings = {},
hooks = {}
}
cheat.utility = {}
cheat.utility.new_heartbeat = (func)
obj = {}
cheat.connections.heartbeats[func] = func
obj:()
func
cheat.connections.heartbeats[func] =
func =
obj
cheat.utility.new_renderstepped = (func)
obj = {}
cheat.connections.renderstepped[func] = func
obj:()
func
cheat.connections.renderstepped[func] =
func =
obj
cheat.utility.new_drawing = (drawobj, args)
obj = .(drawobj)
i, v (args)
obj[i] = v
cheat.drawings[obj] = obj
obj
cheat.utility.new_hook = (f, newf, usecclosure) (()
usecclosure
old; old = (f, ((...)
(old, ...)
))
cheat.hooks[f] = old
old
old; old = (f, (...)
(old, ...)
)
cheat.hooks[f] = old
old
)()
connection; connection = RunService.Heartbeat:(((delta)
_, func (cheat.connections.heartbeats)
(delta)
))
connection1; connection1 = RunService.RenderStepped:(((delta)
_, func (cheat.connections.renderstepped)
(delta)
))
cheat.utility.unload = ()
connection:()
connection1:()
key, _ (cheat.connections.heartbeats)
cheat.connections.heartbeats[key] =
key, _ (cheat.connections.renderstepped)
cheat.connections.heartbeats[key] =
_, drawing (cheat.drawings)
drawing:()
cheat.drawings[_] =
hooked, original (cheat.hooks)
(original) ==
(hooked, (original))
(original[], original[], (original[]))
cheat.Library, cheat.Toggles, cheat.Options = ()()
cheat.ThemeManager = ()()
cheat.SaveManager = ()()
ui = {
window = cheat.Library:({
Title=.(
SWG_Title,
SWG_Version,
SWG_FullName
),
Center=,AutoShow=,TabPadding=})
}
_CFramenew = .new
_Vector2new = .new
_Vector3new = .new
_IsDescendantOf = .IsDescendantOf
_FindFirstChild = .FindFirstChild
_FindFirstChildOfClass = .FindFirstChildOfClass
_Raycast = .Raycast
_IsKeyDown = UserInputService.IsKeyDown
_WorldToViewportPoint = Camera.WorldToViewportPoint
_Vector3zeromin = .zero.Min
_Vector2zeromin = .zero.Min
_Vector3zeromax = .zero.Max
_Vector2zeromax = .zero.Max
_IsA = .IsA
tablecreate = .create
mathfloor = .floor
mathround = .round
mathclamp = .clamp
=
=
getupvalues = debug.getupvalues
getupvalue = debug.getupvalue
setupvalue = debug.setupvalue
getconstants = debug.getconstants
getconstant = debug.getconstant
setconstant = debug.setconstant
getstack = debug.getstack
setstack = debug.setstack
getinfo = debug.getinfo
=
ui.tabs = {
combat = ui.window:(),
visuals = ui.window:(),
misc = ui.window:(),
config = ui.window:(),
}
ui.box = {
aimbot = ui.tabs.combat:(),
esp = ui.tabs.visuals:(),
cheatvis = ui.tabs.visuals:(),
world = ui.tabs.visuals:(),
move = ui.tabs.misc:(),
atvfly = ui.tabs.misc:(),
misc = ui.tabs.misc:(),
themeconfig = ui.tabs.config:(),
}
trident = {
loaded = ,
lastpos = ,
middlepart = ,
tcp = ,
original_model =
}
(()
trident.middlepart = .Const.Ignore.LocalCharacter.Middle
trident.original_model = :().Shared.entities.Player.Model
trident.tcp = LocalPlayer.TCP
) .() trident.middlepart trident.original_model trident.tcp
cheat.EspLibrary = {}; (()
esp_table = {}
= (:())
rservice = (:())
plrs = (:())
lplr = plrs.LocalPlayer
container = .(, :().RobloxGui)
esp_table = {
__loaded = ,
main_settings = {
textSize = ,
textFont = .Fonts.Monospace,
distancelimit = ,
maxdistance = ,
useteamcolor = ,
teamcheck = ,
sleepcheck = ,
simplecalc =
},
main_object_settings = {
textSize = ,
textFont = .Fonts.Monospace,
distancelimit = ,
maxdistance = ,
useteamcolor = ,
teamcheck = ,
sleepcheck = ,
allowed = {}
},
settings = {
enemy = {
enabled = ,
box = ,
box_fill = ,
realname = ,
dist = ,
weapon = ,
skeleton = ,
box_outline = ,
realname_outline = ,
dist_outline = ,
weapon_outline = ,
box_color = { .(, , ), },
box_fill_color = { .(, , ), },
realname_color = { .(, , ), },
dist_color = { .(, , ), },
weapon_color = { .(, , ), },
skeleton_color = { .(, , ), },
box_outline_color = { .(), },
realname_outline_color = .(),
dist_outline_color = .(),
weapon_outline_color = .(),
chams = ,
chams_visible_only = ,
chams_fill_color = { .(, , ), },
chamsoutline_color = { .(, , ), }
},
object = {
enabled = ,
realname = ,
realname_outline = ,
realname_color = { .(, , ), },
realname_outline_color = .(),
chams = ,
chams_visible_only = ,
chams_fill_color = { .(, , ), },
chamsoutline_color = { .(, , ), }
}
}
}
loaded_plrs = {}
camera = .CurrentCamera
VERTICES = {
(-, -, -),
(-, , -),
(-, , ),
(-, -, ),
(, -, -),
(, , -),
(, , ),
(, -, )
}
skeleton_order = {
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] = ,
[] =
}
esp = {}
esp.create_obj = (, args)
obj = .()
i, v args
obj[i] = v
obj
(name)
name == name:() name:() name:()
(parts)
min, max
i = , #parts
part = parts[i]
cframe, size = part.CFrame, part.Size
min = (min cframe.Position, (cframe - size * ).Position)
max = (max cframe.Position, (cframe + size * ).Position)
center = (min + max) *
front = (center.X, center.Y, max.Z)
(center, front), max - min
(world)
screen, inBounds = (camera, world)
(screen.X, screen.Y), inBounds, screen.Z
(cframe, size)
corners = (#VERTICES)
i = , #VERTICES
corners[i] = ((cframe + size * * VERTICES[i]).Position)
min = (camera.ViewportSize, (corners))
max = (.zero, (corners))
{
corners = corners,
topLeft = ((min.X), (min.Y)),
topRight = ((max.X), (min.Y)),
bottomLeft = ((min.X), (max.Y)),
bottomRight = ((max.X), (max.Y))
}
(head, hrp)
head_position = (head.Position - .yAxis * )
leg_position = (hrp.Position - .yAxis * )
headx, heady = head_position.X, head_position.Y
legx, legy = leg_position.X, leg_position.Y
height = legy - heady;
width = height /
{
topLeft = (headx - width, heady),
topRight = (headx - width, legy),
bottomLeft = (headx + width, heady),
bottomRight =(headx + width, legy)
}
enttiyidentification = {}
i, v :().Shared.entities:()
model = (v, )
model model.PrimaryPart
enttiyidentification[v.Name] = {
CollisionGroup = model.PrimaryPart.CollisionGroup,
Material = model.PrimaryPart.Material,
Color = model.PrimaryPart.Color
}
(model)
model.ClassName ~= ,
(model, ) (model, ).MeshId ==
#model:() ==
, model:()[]
_, part model:()
part.Color == .(, , )
, part
part.Color == .(, , )
, part
model.PrimaryPart
primpart = model.PrimaryPart
name, entity enttiyidentification
entity.Color == primpart.Color entity.Material == primpart.Material entity.CollisionGroup == primpart.CollisionGroup
name, primpart
,
(original)
copy = {}
key, value original
copy[key] = (value) == (value) value
copy
(model)
model (model, ) (model, )
settings = esp_table.settings.enemy
loaded_plrs[model] = {
obj = {
box_fill = esp.(, { Filled = , Visible = }),
box_outline = esp.(, { Filled = , Thickness = , Visible = , ZIndex = -}),
box = esp.(, { Filled = , Thickness = , Visible = }),
realname = esp.(, { Center = , Visible = }),
dist = esp.(, { Center = , Visible = }),
weapon = esp.(, { Center = , Visible = }),
},
esp = {
current_gun = ,
corners = ,
head = ,
character =
},
chams_object = .(, container),
}
required, _ , skeleton_order
loaded_plrs[model].obj[ .. required] = esp.(, { Visible = })
character = model
head = (character, )
lowertorso = (character, )
plr = loaded_plrs[model]
obj = plr.obj
cham = plr.chams_object
box = obj.box
box_outline = obj.box_outline
box_fill = obj.box_fill
realname = obj.realname
dist = obj.dist
weapon = obj.weapon
main_settings = (esp_table.main_settings)
settings = (esp_table.settings.enemy)
setvis_cache =
plr:()
main_settings = (esp_table.main_settings)
settings = (esp_table.settings.enemy)
cham.DepthMode = settings.chams_visible_only .HighlightDepthMode.Occluded settings.chams_visible_only .HighlightDepthMode.AlwaysOnTop
cham.FillColor = settings.chams_fill_color[]
cham.FillTransparency = settings.chams_fill_color[]
cham.OutlineColor = settings.chamsoutline_color[]
cham.OutlineTransparency = settings.chamsoutline_color[]
box.Transparency = settings.box_color[]
box.Color = settings.box_color[]
box_outline.Transparency = settings.box_outline_color[]
box_outline.Color = settings.box_outline_color[]
box_fill.Color = settings.box_fill_color[]
box_fill.Transparency = settings.box_fill_color[]
realname.Size = main_settings.textSize
realname.Font = main_settings.textFont
realname.Color = settings.realname_color[]
realname.Outline = settings.realname_outline
realname.OutlineColor = settings.realname_outline_color
realname.Transparency = settings.realname_color[]
dist.Size = main_settings.textSize
dist.Font = main_settings.textFont
dist.Color = settings.dist_color[]
dist.Outline = settings.dist_outline
dist.OutlineColor = settings.dist_outline_color
dist.Transparency = settings.dist_color[]
weapon.Size = main_settings.textSize
weapon.Font = main_settings.textFont
weapon.Color = settings.weapon_color[]
weapon.Outline = settings.weapon_outline
weapon.OutlineColor = settings.weapon_outline_color
weapon.Transparency = settings.weapon_color[]
cham.Enabled = setvis_cache
box.Visible = setvis_cache
box_outline.Visible = setvis_cache
box_fill.Visible = setvis_cache
realname.Visible = setvis_cache
dist.Visible = setvis_cache
weapon.Visible = setvis_cache
required, _ , skeleton_order
skeletonobj = obj[ .. required]
(skeletonobj)
skeletonobj.Color = settings.skeleton_color[]
skeletonobj.Transparency = settings.skeleton_color[]
skeletonobj.Visible = setvis_cache
plr:(bool)
setvis_cache ~= bool
setvis_cache = bool
bool
_, v obj v.Visible =
cham.Enabled = settings.chams
box.Visible = settings.box
box_outline.Visible = settings.box_outline
box_fill.Visible = settings.box_fill
realname.Visible = settings.realname
dist.Visible = settings.dist
weapon.Visible = settings.weapon
required, _ , skeleton_order
skeletonobj = obj[ .. required]
(skeletonobj)
skeletonobj.Visible = settings.skeleton
plr.connection = cheat.utility.((delta)
(
settings.enabled
head
character
)
plr:()
distance = (camera.CFrame.p - head.Position).Magnitude
distance >
plr:()
_, onScreen = (head.Position)
onScreen
plr:()
distance = (camera.CFrame.p - head.Position).Magnitude
corners main_settings.simplecalc
corners = (head, lowertorso)
cache = {}
children = character:()
i = , #children
part = children[i]
(part, ) (part.Name)
cache[#cache + ] = part
corners = ((cache))
corners
plr:()
plr:()
cham.Adornee = character
pos = corners.topLeft
size = corners.bottomRight - corners.topLeft
box.Position = pos
box.Size = size
box_outline.Position = pos + .one
box_outline.Size = size - .one
box_fill.Position = pos
box_fill.Size = size
realname.Text =
realname.Position = (corners.topLeft + corners.topRight) * -
.yAxis * realname.TextBounds.Y - (, )
bottom = (corners.bottomLeft + corners.bottomRight) *
dist.Text = ((distance)) ..
dist.Position = bottom
weapon.Text =
weapon.Position = bottom + (dist.Visible .yAxis * dist.TextBounds.Y - (, ) .zero)
settings.skeleton
_, part , character:()
skeletonobj = obj[ .. part.Name]
parent_part = skeleton_order[part.Name] (character, skeleton_order[part.Name])
skeletonobj parent_part
part_position, _ = (camera, part.Position)
parent_part_position, _ = (
camera, parent_part.CFrame.p
)
skeletonobj.From = (part_position.X, part_position.Y)
skeletonobj.To = (parent_part_position.X, parent_part_position.Y)
)
plr:()
espname, mainpart = (model)
(espname mainpart)
loaded_plrs[model] = {
obj = {
name = esp.(, { Center = , Visible = , Text = espname }),
}
}
plr = loaded_plrs[model]
obj = plr.obj
realname = obj.name
main_settings = (esp_table.main_object_settings)
settings = (esp_table.settings.object)
allowedobjs = (main_settings.allowed)
setvis_cache =
plr:()
main_settings = (esp_table.main_object_settings)
settings = (esp_table.settings.object)
allowedobjs = (main_settings.allowed)
realname.Size = main_settings.textSize
realname.Font = main_settings.textFont
realname.Color = settings.realname_color[]
realname.Outline = settings.realname_outline
realname.OutlineColor = settings.realname_outline_color
realname.Transparency = settings.realname_color[]
plr:(bool)
setvis_cache ~= bool
_, v obj v.Visible = bool
setvis_cache = bool
plr.connection = cheat.utility.((delta)
plr = loaded_plrs[model]
(settings.enabled mainpart allowedobjs[espname])
plr:()
distance = (camera.CFrame.p - mainpart.Position).Magnitude
distance >
plr:()
position, onscreen = (mainpart.Position)
onscreen
plr:()
plr:()
realname.Position = position
)
plr:()
(model)
plr_object = loaded_plrs[model]
plr_object
plr_object.connection:()
i, v plr_object.obj
v:()
plr_object.chams_object
plr_object.chams_object:()
loaded_plrs[model] =
esp_table.()
( esp_table.__loaded, );
i, v , :()
(v)
esp_table.playerAdded = .ChildAdded:(create_esp);
esp_table.playerRemoving = .ChildRemoved:(destroy_esp);
esp_table.__loaded = ;
esp_table.()
(esp_table.__loaded, );
i, v , :()
(v)
esp_table.playerAdded:();
esp_table.playerRemoving:();
esp_table.__loaded = ;
esp_table.()
_, v loaded_plrs
.(() v:() )
cheat.EspLibrary = esp_table
)();
aimbot = {
enabled = ,
camera = ,
silent = ,
sleep_check = ,
team_check = ,
part = ,
manipulation = ,
manipulation_range = ,
fov = ,
fov_show = ,
fov_color = .(, , ),
fov_outline = ,
fov_outline_color = .(, , ),
fov_size = ,
indicator = ,
indicator_text = ,
jumpshoot = ,
noslowdown = ,
nospread = ,
forcehead = ,
invis = ,
mathhuge = ,
hitboxes = ,
hbbypass = ,
instant = ,
fly = ,
silentwalk =
}
validcharacters = {}
hbc, original_size, hbsize = , trident.original_model.Head.Size, (, , )
dynamic, alwayshead = ,
hitboxheadsizex, hitboxheadsizey, hitboxheadtransparency, cancollide = , , ,
(obj)
obj
obj:() obj:()
validcharacters[obj] = obj
(obj)
validcharacters[obj]
validcharacters[obj] =
i, v , :() (v)
.ChildAdded:(addtovc);
.ChildRemoved:(removefromvc);
hbb = ui.box.aimbot:()
hbb:(, {
Text = ,
Default = ,
Callback = (value)
aimbot.hitboxes = value
hbc hbc:()
value
hbc = cheat.utility.(()
trans = hitboxheadtransparency
i, v validcharacters
primpart = v (v, )
primpart
primpart.Size = hbsize
primpart.Transparency = trans
primpart.CanCollide = cancollide
)
hbc hbc:()
i, v validcharacters
primpart = v (v, )
primpart
primpart.Size = original_size
primpart.Transparency =
primpart.CanCollide =
})
hbb:(,{Text = ,Default = ,Callback = (v)
cancollide = v
})
hbb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
hitboxheadtransparency = State
)
hbb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
hitboxheadsizex = State
hbsize = (hitboxheadsizex, hitboxheadsizey, hitboxheadsizex)
)
hbb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
hitboxheadsizey = State
hbsize = (hitboxheadsizex, hitboxheadsizey, hitboxheadsizex)
)
espb = ui.box.esp:()
es = cheat.EspLibrary.settings.enemy
espb:(, {Values = { , , , },Default = ,Multi = ,Text = ,Tooltip = ,Callback = (Value)
cheat.EspLibrary.main_settings.textFont = .Fonts[Value]
cheat.EspLibrary.()
})
espb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
cheat.EspLibrary.main_settings.textSize = State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
cheat.EspLibrary.main_settings.simplecalc = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.enabled = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
cheat.EspLibrary.main_settings.teamcheck = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
cheat.EspLibrary.main_settings.sleepcheck = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.box = first
cheat.EspLibrary.()
}):(, {
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.box_color[] = Value
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.box_fill = first
cheat.EspLibrary.()
}):(,
{
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.box_fill_color[] = Value
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.box_outline = first
cheat.EspLibrary.()
}):(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.box_outline_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.box_color[] = -State
cheat.EspLibrary.()
)
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.box_outline_color[] = State
cheat.EspLibrary.()
)
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.box_fill_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.realname = first
cheat.EspLibrary.()
}):(,
{
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.realname_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.realname_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.realname_outline = first
cheat.EspLibrary.()
}):(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.realname_outline_color = Value
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.dist = first
cheat.EspLibrary.()
}):(,
{
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.dist_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.dist_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.dist_outline = first
cheat.EspLibrary.()
}):(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.dist_outline_color = Value
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.weapon = first
cheat.EspLibrary.()
}):(,
{
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.weapon_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.weapon_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.weapon_outline = first
cheat.EspLibrary.()
}):(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.weapon_outline_color = Value
cheat.EspLibrary.()
})
espb:(, {Text = ,Default = ,Callback = (first)
es.skeleton = first
cheat.EspLibrary.()
}):(, {Default = .(, , ),Title = ,Transparency = ,Callback = (Value)
es.skeleton_color[] = Value
cheat.EspLibrary.()
})
espb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
es.skeleton_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.chams = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.chams_visible_only = first
cheat.EspLibrary.()
})
espb:():(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.chams_fill_color[] = Value
cheat.EspLibrary.()
})
espb:():(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.chamsoutline_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.chams_fill_color[] = State
cheat.EspLibrary.()
)
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.chamsoutline_color[] = State
cheat.EspLibrary.()
)
espb = ui.box.esp:()
es = cheat.EspLibrary.settings.object
espb:(, {Values = { , , , },Default = ,Multi = ,Text = ,Tooltip = ,Callback = (Value)
cheat.EspLibrary.main_object_settings.textFont = .Fonts[Value]
cheat.EspLibrary.()
})
espb:(, { Text = , Default = , Min = , Max = , Rounding = , Compact = }):((State)
cheat.EspLibrary.main_object_settings.textSize = State
cheat.EspLibrary.()
)
espb:(, {Values = {
, , , , ,
, , , ,
, ,
},Default = ,Multi = ,Text = ,Tooltip = ,Callback = (Value)
cheat.EspLibrary.main_object_settings.allowed = Value
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.enabled = first
cheat.EspLibrary.()
})
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.realname = first
cheat.EspLibrary.()
}):(,
{
Default = .(, , ),
Title = ,
Transparency = ,
Callback = (Value)
es.realname_color[] = Value
cheat.EspLibrary.()
})
espb:(,
{ Text = , Default = , Min = , Max = , Rounding = , Compact = }):((
State)
es.realname_color[] = -State
cheat.EspLibrary.()
)
espb:(, {
Text = ,
Default = ,
Callback = (first)
es.realname_outline = first
cheat.EspLibrary.()
}):(,
{
Default = .(),
Title = ,
Transparency = ,
Callback = (Value)
es.realname_outline_color = Value
cheat.EspLibrary.()
})
canuseimages = (()
cheat.utility.(, {}):()
) (()
a = cheat.utility.(, {})
(a, ).Image =
a:()
)
enabled, dynamic = , ;
color1, color2 = .(,,), .();
watermarktab = ui.box.cheatvis:()
watermarktoggle = watermarktab:(, {Text = ,Default = ,Callback = (first)
enabled = first
})
watermarktoggle:(,{Default = .(),Title = canuseimages ,Transparency = ,Callback = (Value)
color1 = Value
canuseimages color2 = Value
})
canuseimages watermarktoggle:(,{Default = .(),Title = ,Transparency = ,Callback = (Value)
color2 = Value
});
watermarktab:(, {Text = ,Default = ,Callback = (first)
dynamic = first
})
leftcolor, rightcolor, watertext =
.(, , ),
.(, , ),
;
waterpos = .(, );
text = cheat.utility.(, {
ZIndex = ,
Visible = ,
Transparency = ,
Position = waterpos + .(, ),
Color = .(, , ),
Outline = ,
OutlineColor = .(),
Font = ,
Size = ,
Text = watertext
});
gradr, gradl = cheat.utility.(canuseimages , {
ZIndex = ,
Visible = ,
Transparency = ,
Position = waterpos,
Size = .(text.TextBounds.X + , text.TextBounds.Y + ),
Color = rightcolor
}), cheat.utility.(canuseimages , {
ZIndex = ,
Visible = ,
Transparency = ,
Position = waterpos,
Size = .(text.TextBounds.X + , text.TextBounds.Y + ),
Color = leftcolor
});
gradbackground = cheat.utility.(, {
ZIndex = ,
Visible = ,
Transparency = ,
Position = waterpos,
Size = .(text.TextBounds.X + , text.TextBounds.Y + ),
Color = leftcolor:(rightcolor, ),
Filled =
});
textbackground = cheat.utility.(, {
ZIndex = ,
Visible = ,
Transparency = ,
Position = waterpos + .(, ),
Size = .(text.TextBounds.X + , text.TextBounds.Y + ),
Color = .(,,),
Filled = ,
Thickness = ,
});
canuseimages (gradr, ).Image = ();
canuseimages (gradl, ).Image = ();
hue1, hue2, fpstimer, fps, finalfps = , , (), , ;
cheat.utility.(((delta)
fps = fps + ;
fpstimer + <= ()
fpstimer = ();
finalfps = fps;
fps = ;
;
hue1, hue2 = () % , () % + ;
hue1 >= hue1 = hue2 >= hue2 =
rightcolor = dynamic .(hue1, , ) color2;
leftcolor = dynamic .(hue2, , ) color1;
watertext = ():(SWG_Version, SWG_ShortName, .(), (finalfps));
gradr.Color = rightcolor;
gradl.Color = leftcolor;
gradbackground.Color = gradr.Color:(gradl.Color, );
textbackground.Size = .(text.TextBounds.X + , text.TextBounds.Y + );
textbackground.Position = waterpos + .(, );
gradbackground.Size = .(text.TextBounds.X + , text.TextBounds.Y + );
gradbackground.Position = waterpos;
gradl.Position = waterpos;
gradl.Size = .(text.TextBounds.X + , text.TextBounds.Y + );
gradr.Position = waterpos;
gradr.Size = .(text.TextBounds.X + , text.TextBounds.Y + );
text.Position = waterpos + .(, );
text.Text = watertext;
text.Visible = enabled;
gradl.Visible = enabled;
gradr.Visible = enabled;
gradbackground.Visible = enabled;
textbackground.Visible = enabled;
))
WorldTab = ui.box.world:()
time =
timechanger =
WorldTab:(, {Text = ,Default = ,Callback = (first)
timechanger = first
})
WorldTab:(,{ Text = , Default = (Lighting.ClockTime), Min = , Max = , Rounding = , Compact = }):((State)
time = State
)
cheat.utility.(()
timechanger
Lighting.ClockTime = time
)
cursor = {
Enabled = ,
CustomPos = ,
Position = (, ),
Speed = ,
Radius = ,
Color = .(, , ),
Thickness = ,
Outline = ,
Resize = ,
Dot = ,
Gap = ,
TheGap = ,
Font = .Fonts.Monospace,
Text = {
Logo = ,
LogoColor = .(, , ),
Name = ,
NameColor = .(, , ),
LogoFadingOffset = ,
}
}
CrosshairTab = ui.box.world:()
cursor.rainbow =
cursor.sussy =
CrosshairTab:(, {Values = { , , , },Default = ,Multi = ,Text = ,Tooltip = ,Callback = (Value)
cursor.Font = .Fonts[Value]
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Enabled = first
}):(, {Default = .(, , ),Title = ,Transparency = ,Callback = (Value)
cursor.Color = Value
})
CrosshairTab:(, {Text = ,Default = ,Min = ,Max = ,Rounding = ,Compact = }):((State)
cursor.Speed = State /
)
CrosshairTab:(, {Text = ,Default = ,Min = ,Max = ,Rounding = ,Compact = ,}):((State)
cursor.Radius = State
)
CrosshairTab:(, {Text = ,Default = ,Min = ,Max = ,Rounding = ,Compact = ,}):((State)
cursor.Thickness = State
)
CrosshairTab:(, {Text = ,Default = ,Min = ,Max = ,Rounding = ,Compact = ,}):((State)
cursor.Gap = State
)
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.TheGap = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Outline = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Resize = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Dot = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.sussy = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.rainbow = first
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Text.Logo = first
}):(, {Default = .(, , ),Title = ,Transparency = ,Callback = (Value)
cursor.Text.LogoColor = Value
})
CrosshairTab:(, {Text = ,Default = ,Callback = (first)
cursor.Text.Name = first
}):(, {Default = .(, , ),Title = ,Transparency = ,Callback = (Value)
cursor.Text.NameColor = Value
})
CrosshairTab:(, {Text = ,Default = ,Min = ,Max = ,Rounding = ,Compact = }):((State)
cursor.Text.LogoFadingOffset = State
)
lines = {}
outline = cheat.utility.(, {
Visible = ,
Size = (, ),
Color = .(, , ),
Filled = ,
ZIndex = ,
Transparency =
})
dot = cheat.utility.(, {
Visible = ,
Size = (, ),
Color = cursor.Color,
Filled = ,
ZIndex = ,
Transparency =
})
logotext = cheat.utility.(, {
Visible = ,
Font = cursor.Font,
Size = ,
Color = .(, , ),
ZIndex = ,
Transparency = ,
Text = ,
Center = ,
Outline = ,
})
i = ,
line_outline = cheat.utility.(, {
Visible = ,
From = (, ),
To = (, ),
Color = .(, , ),
Thickness = cursor.Thickness + ,
ZIndex = ,
Transparency =
})
line = cheat.utility.(, {
Visible = ,
From = (, ),
To = (, ),
Color = cursor.Color,
Thickness = cursor.Thickness,
ZIndex = ,
Transparency =
})
naziline = cheat.utility.(, {
Visible = ,
From = (, ),
To = (, ),
Color = cursor.Color,
Thickness = cursor.Thickness,
ZIndex = ,
Transparency =
})
lines[i] = { line, line_outline, naziline }
angle =
transp =
reverse =
(value)
reverse ~= value
reverse = value
pos, rainbow, rotationdegree, color = .zero, , , .()
math_cos, math_atan, math_pi, math_sin = .cos, .atan, .pi, .sin
(x) x * math_pi /
(x) x * / math_pi
cheat.utility.(((delta)
cursor.Enabled
rainbow = rainbow + (delta * )
rainbow > rainbow =
color = .fromHSV(rainbow, 1, 1)
if cursor.CustomPos then pos = cursor.Position else pos = _Vector2new(
Mouse.X,
Mouse.Y + GuiInset.Y) end
if cursor.rainbow then color = Color3.fromHSV(rainbow, 1, 1) else color = cursor.Color end
if transp <= 1.5 + cursor.Text.LogoFadingOffset and not reverse then
transp = transp + (((cursor.Speed == 0 and 1 or cursor.Speed) * 10) * delta)
if transp >= 1.5 + cursor.Text.LogoFadingOffset then setreverse(true) end
elseif reverse then
transp = transp - (((cursor.Speed == 0 and 1 or cursor.Speed) * 10) * delta)
if transp <= 0 - cursor.Text.LogoFadingOffset then setreverse(false) end
end
logotext.Position = _Vector2new(pos.X, (pos + _Vector2new(0, cursor.Radius + 5)).Y)
logotext.Transparency = transp
logotext.Visible = cursor.Text.Logo
logotext.Color = cursor.Text.LogoColor
logotext.Font = cursor.Font
if cursor.sussy then
local frametime = delta
local a = cursor.Radius - 10
local gamma = math_atan(a / a)
if rotationdegree >= 90 then rotationdegree = 0 end
for i = 1, 4 do
local p_0 = (a * math_sin(DEG2RAD(rotationdegree + (i * 90))))
local p_1 = (a * math_cos(DEG2RAD(rotationdegree + (i * 90))))
local p_2 = ((a / math_cos(gamma)) * math_sin(DEG2RAD(rotationdegree + (i * 90) + RAD2DEG(gamma))))
local p_3 = ((a / math_cos(gamma)) * math_cos(DEG2RAD(rotationdegree + (i * 90) + RAD2DEG(gamma))))
lines[i][1].From = _Vector2new(pos.X, pos.Y)
lines[i][1].To = _Vector2new(pos.X + p_0, pos.Y - p_1)
lines[i][1].Color = color
lines[i][1].Thickness = cursor.Thickness
lines[i][1].Visible = true
lines[i][3].From = _Vector2new(pos.X + p_0, pos.Y - p_1)
lines[i][3].To = _Vector2new(pos.X + p_2, pos.Y - p_3)
lines[i][3].Color = color
lines[i][3].Thickness = cursor.Thickness
lines[i][3].Visible = true
end
rotationdegree = rotationdegree + ((cursor.Speed * frametime) * 1000)
else
angle = (cursor.Speed == 0 and 0 or angle + ((cursor.Speed * 10) * delta))
if angle >= 90 then
angle = 0
end
--
dot.Visible = cursor.Dot
dot.Color = color
dot.Position = _Vector2new(pos.X - 1, pos.Y - 1)
--
outline.Visible = cursor.Outline and cursor.Dot
outline.Position = _Vector2new(pos.X - 2, pos.Y - 2)
--
--
for index, line in pairs(lines) do
index = index
local x, y = {}, {}
local x1, y1 = {}, {}
if cursor.Resize then
x = { pos.X +
(math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + ((cursor.Radius * math.sin(angle)) / 9))),
pos.X +
(math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and (((cursor.Radius - 20) * math.cos(angle)) / 4) or (((cursor.Radius - 20) * math.cos(angle)) - 4)))) }
y = { pos.Y +
(math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + ((cursor.Radius * math.sin(angle)) / 9))),
pos.Y +
(math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and (((cursor.Radius - 20) * math.cos(angle)) / 4) or (((cursor.Radius - 20) * math.cos(angle)) - 4)))) }
x1 = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos
.X +
(math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) }
y1 = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos
.Y +
(math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) }
else
x = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius)), pos.X +
(math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and ((cursor.Radius - 20) / cursor.Gap) or ((cursor.Radius - 20) - cursor.Gap)))) }
y = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius)), pos.Y +
(math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20) - (cursor.TheGap and ((cursor.Radius - 20) / cursor.Gap) or ((cursor.Radius - 20) - cursor.Gap)))) }
x1 = { pos.X + (math.cos(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos
.X +
(math.cos(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) }
y1 = { pos.Y + (math.sin(angle + (index * (math.pi / 2))) * (cursor.Radius + 1)), pos
.Y +
(math.sin(angle + (index * (math.pi / 2))) * ((cursor.Radius - 20 + 1) - (cursor.TheGap and ((cursor.Radius - 20 + 1) / cursor.Gap) or ((cursor.Radius - 20 + 1) - cursor.Gap)))) }
end
--
line[1].Visible = true
line[1].Color = color
line[1].From = _Vector2new(x[2], y[2])
line[1].To = _Vector2new(x[1], y[1])
line[1].Thickness = cursor.Thickness
--
line[2].Visible = cursor.Outline
line[2].From = _Vector2new(x1[2], y1[2])
line[2].To = _Vector2new(x1[1], y1[1])
line[2].Thickness = cursor.Thickness + 2.5
line[3].Visible = false
end
end
else
dot.Visible = false
outline.Visible = false
logotext.Visible = false
--
for index, line in pairs(lines) do
line[1].Visible = false
line[2].Visible = false
line[3].Visible = false
end
end
end))
end
do
local mvb = ui.box.move:AddTab('speedhack')
local bhop_enabled, speed = false, 55
local forcesprint = false
mvb:AddToggle('speedhack_forcesprint', {Text = 'forcesprint',Default = false,Callback = function(first)
forcesprint = first
end})
mvb:AddToggle('speedhack_enabled', {Text = 'speedhack enabled',Default = false,Callback = function(first)
bhop_enabled = first
end})
mvb:AddSlider('speedhack_speed',{ Text = 'speed', Default = 55, Min = 55, Max = 70, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State)
speed = State
end)
local niga, wtf = speed, 0
local middle = trident.middlepart
cheat.utility.new_renderstepped(LPH_JIT_MAX(function(delta)
if bhop_enabled and middle and _IsKeyDown(UserInputService, Enum.KeyCode.C) and _IsKeyDown(UserInputService, Enum.KeyCode.LeftShift) then
local cameralook = Camera.CFrame.LookVector
cameralook = _Vector3new(cameralook.X, 0, cameralook.Z)
local direction = Vector3.zero
direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction;
if not (direction == Vector3.zero) then
direction = direction.Unit
end
niga = math.clamp(niga-delta*20, 17, speed)
if wtf == 0 then
middle.CFrame = middle.CFrame + _Vector3new(0, 6.5, 0)
end
middle.AssemblyLinearVelocity = _Vector3new(
direction.X * niga,
wtf < 0.85 and 0 or -7,
direction.Z * niga
)
wtf = wtf + delta
else
if forcesprint and middle then
local cameralook = Camera.CFrame.LookVector
cameralook = _Vector3new(cameralook.X, 0, cameralook.Z)
local direction = Vector3.zero
direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction;
if not (direction == Vector3.zero) then
direction = direction.Unit
end
middle.AssemblyLinearVelocity = _Vector3new(
direction.X * 18,
middle.AssemblyLinearVelocity.Y,
direction.Z * 18
)
end
niga = speed
wtf = 0
end
end))
end
do
local mvb = ui.box.move:AddTab('exploits')
local enabled, speed = false, 55
local fakecrouch_timer = tick()
mvb:AddToggle('fakecrouch', {Text = 'fake crouch',Default = false,Callback = function(first)
aimbot.silentwalk = first
end}):AddKeyPicker('silentwalk_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'fake crouch',NoUI = false})
local freecamoffset = Vector3.zero
local middle = workspace.Const.Ignore.LocalCharacter.Middle
local bottom = workspace.Const.Ignore.LocalCharacter.Bottom
local top = workspace.Const.Ignore.LocalCharacter.Top
local originalprismcframe = top.Prism1.CFrame
local pos = middle.CFrame
mvb:AddToggle('longneck', {Text = 'long neck',Default = false,Callback = function(first)
top.Prism1.CFrame = first and originalprismcframe - Vector3.yAxis * 5 or originalprismcframe
end}):AddKeyPicker('longneck_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'long neck',NoUI = false})
mvb:AddToggle('freecam_enabled', {Text = 'freecam enabled',Default = false,Callback = function(first)
enabled = first
middle.CanCollide = not first
bottom.CanCollide = not first
top.CanCollide = not first
end}):AddKeyPicker('freecam_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'freecam',NoUI = false})
mvb:AddSlider('freecam_speed',{ Text = 'speed', Default = 10, Min = 1, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State)
speed = State
end)
cheat.utility.new_heartbeat(LPH_JIT_MAX(function(delta)
if tick() - fakecrouch_timer >= 0.15 then
trident.tcp:FireServer(2, true)
fakecrouch_timer = tick()
end
if enabled and middle then
middle.CFrame = pos
RunService.RenderStepped:Wait()
if middle then
local cameralook = Camera.CFrame.LookVector
local direction = Vector3.zero
direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction;
if not direction == Vector3.zero then
direction = direction.Unit
end
freecamoffset = freecamoffset + (direction * delta * speed)
middle.CFrame = pos + freecamoffset
middle.AssemblyLinearVelocity = Vector3.zero
end
elseif middle then
freecamoffset = Vector3.zero
pos = middle.CFrame
end
end))
end
do
local mvb = ui.box.atvfly:AddTab('atv fly')
local carfly_enabled, speed, accel, upspeed = false, 55, 100, 15
mvb:AddToggle('carfly_enabled', {Text = 'car fly enabled',Default = false,Callback = function(first)
carfly_enabled = first
end}):AddKeyPicker('carfly_bind', {Default = 'None',SyncToggleState = true,Mode = 'Toggle',Text = 'car fly',NoUI = false})
mvb:AddSlider('carfly_speed',{ Text = 'speed', Default = 150, Min = 50, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State)
speed = State
end)
mvb:AddSlider('carfly_upspeed',{ Text = 'up speed', Default = 15, Min = 5, Max = 100, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State)
upspeed = State
end)
mvb:AddSlider('carfly_accel',{ Text = 'acceleration', Default = 100, Min = 10, Max = 300, Rounding = 0, Suffix = "sps", Compact = false }):OnChanged(function(State)
accel = State
end)
mvb:AddLabel("hold V to go up")
mvb:AddLabel("hold B to go down")
local car, dist = nil, 50
local findcar = function()
car, dist = nil, 50
for i,v in pairs(workspace:GetChildren()) do
if v:FindFirstChild("Seat") and v:FindFirstChild("Frame") then
if (v.Frame.Position - trident.middlepart.Position).Magnitude < dist then
car = v
dist = (v.Frame.Position - trident.middlepart.Position).Magnitude
end
end
end
end
findcar()
local buildup = 0
local lastdir = _Vector3new(1,0,0)
cheat.utility.new_renderstepped(LPH_JIT_MAX(function(delta)
if carfly_enabled and car and car:FindFirstChild("Frame") and (car.Frame.CFrame.p - Camera.CFrame.p).Magnitude <= 50 then
local cameralook = Camera.CFrame.LookVector
cameralook = _Vector3new(cameralook.X, 0, cameralook.Z)
local direction = Vector3.zero
direction = _IsKeyDown(UserInputService, Enum.KeyCode.W) and direction + cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.S) and direction - cameralook or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.D) and direction + _Vector3new(- cameralook.Z, 0, cameralook.X) or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.A) and direction + _Vector3new(cameralook.Z, 0, - cameralook.X) or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.V) and direction + Vector3.yAxis or direction;
direction = _IsKeyDown(UserInputService, Enum.KeyCode.B) and direction - Vector3.yAxis or direction;
if direction ~= Vector3.zero then
direction = direction.Unit
if direction ~= Vector3.yAxis and -direction ~= Vector3.yAxis then
buildup = math.clamp(buildup + delta * accel, 0, speed)
lastdir = direction
end
else
direction = lastdir
buildup = math.clamp(buildup - delta * 150, 0, speed)
end
for i,v in pairs(car:GetChildren()) do
v.AssemblyLinearVelocity = _Vector3new(direction.X * buildup, direction.Y * upspeed, direction.Z * buildup)
--v.AssemblyLinearVelocity = direction * SPEED + _Vector3new(0, 0.05, 0)
--v.CFrame = _CFramenew(v.CFrame.Position) * CFrame.Angles(0, y+(math.pi/2), 0)
end
elseif not car or car and car:FindFirstChild("Frame") and (car.Frame.CFrame.p - Camera.CFrame.p).Magnitude > 50 then
findcar()
buildup = 0
else
buildup = 0
end
end))
end
loadswimhubfile("chat_spam.lua")(cheat.Library, ui.box.misc:AddTab("chat spam"), function(word)
trident.tcp:FireServer(23, word, "Global")
end, 25, 100)
ui.box.themeconfig:AddToggle('keybindshoww', {Text = 'show keybinds',Default = false,Callback = function(first)cheat.Library.KeybindFrame.Visible = first end})
cheat.ThemeManager:SetOptionsTEMP(cheat.Options, cheat.Toggles)
cheat.SaveManager:SetOptionsTEMP(cheat.Options, cheat.Toggles)
cheat.ThemeManager:SetLibrary(cheat.Library)
cheat.SaveManager:SetLibrary(cheat.Library)
cheat.SaveManager:IgnoreThemeSettings()
cheat.ThemeManager:SetFolder('swimhub')
cheat.SaveManager:SetFolder('swimhub')
cheat.SaveManager:BuildConfigSection(ui.tabs.config)
cheat.ThemeManager:ApplyToGroupbox(ui.box.themeconfig)
cheat.EspLibrary.load()Obfuscated. The code is scrambled, so you can't read what it does. Common for key systems, but take care.
теперь esp проподает если расстояние меньше 400 studs now the esp disappears if the distance is less than 400 studs

[NEW 🗺️] Trident Survival